Abstract
This papers looks at the significance of marble run as an educational game. It discusses supporting literatures, methodologies used for this research, findings and discussion.
Introduction
This project aimed at investigating the role of marble run in children learning. Marble run is a very popular game among children and the researcher wanted to establish how the simple machine promotes learning and creativity among children. The researcher wanted to find out the significance of marble run in children’s’ learning. Findings from this research would lead to more understanding and research on the role of education games
Literature Review
There has been calls by experts on the need to incorporate more educational games in the children’s’ lives. These games have the ability to enhance teaching and learning in school and home settings (Gunter et al., 512). Marble run is one of the most effective educational games that parents could easily use to help their children learn. The game is mostly designed for children and the parents are advised to go for the materials that are not harmful to the children such as plastic or wooden marble runs.
Methodology
The researcher collected most of the information from online research and observation. The data was then analyzed to give useful information related to the research question.
Findings
Marble run is not only fun to ply but also very educational. Children were able to enjoy making new discoveries every time they change the arrangements of the marble run. The learned basic skills intuitively without their knowledge
Discussion
Like other educational games, marble run is designed to help children learn concepts and skills as they play. According to Richard Van Eck (2010), educational game must be able to stimulate cognitive growth among those who play (5).The game also meets the criteria because it is built from scratch.
Works Cited
Gunter, Glenda A., Robert F. Kenny, and Erik H. Vick. “Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games.” Educational Technology Research and Development 56.5-6 (2008): 511-537.
Van Eck, Richard, ed. Gaming and Cognition: Theories and Practice from the Learning Sciences: Theories and Practice from the Learning Sciences. IGI Global, 2010.